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  1. #1
    RedFox's Avatar When it's done.™
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    Default XGM - Diadochi Preview - New Combat System

    Over the last few days i've started designing a completely new combat system, where the unit stats solely depend on their unit class, equipment and with some historical tweaks added.

    First of all, it all begins with a simple unit status grouping:

    n00b - Morale 2-4
    Levy/Skirmish - Morale 7
    Regular - Morale 10
    Good - Morale 12
    Very Good - Morale 14
    Elite - Morale 16

    Each unit's defense skill depends on their status group (except a few selected ones). So if they are Regular infantry, like for example Hastati, their defense skill is 10, but this doesn't do the trick.
    Now we need:

    Armour:
    cloth+helm - 1
    semi armoured - 3/4
    leather/linothorax - 6/7
    chainmail - 8
    cuirass - 9
    specially covered - 10
    all around covered - 12

    Shield:
    pelte - 2
    small round - 3
    phalange - 4
    small aspis - 5
    scutum - 5
    thureos - 5
    hoplon - 6

    This would give a unit of Elite pikemen the stats of: 9, 16, 4 = 29
    It means that at front they are pretty hard to kill, but once you get behind them, the real slaughter can begin.

    For the attack though, a simple formula seemed to work out pretty nicely.

    Attack = (weapon*skill)/6
    skill would be the defense skill, so it's a really easy way to set out the initial unit boundaries, though the final stats will be tweaked as seen fit, had to run at least 15 tests before finally confirming Asthetairoi and Praetorian cohort's stats. The rest was just degrading their stats a little bit depending on the unit class and it's armour.

    By the way, the weapon stats are:

    Dagger - 2
    Sword - 4
    Gladius - 5
    Longsword - 5
    Spear - 6 (remember it gets spear attr and 0.64 lethality)
    Sickle - 4 (this one gets AP, so it's pretty deadly)
    Sarissa - 5 (also gets handicapped lethality, so it works quite fine)

    Missiles are calculated a bit differently, but here's what I know for sure.
    Pilum - 11/12
    Javelin - 12
    Arrow - 14

    Battles don't seem to last longer with this, though flanking moves are extremely deadly, so once your Legions surround that Elite pike unit, it's pretty much history.
    So in the end it will rely on how well you guard your flanks
    Last edited by DimeBagHo; November 10, 2007 at 05:21 PM.

  2. #2
    Locky's Avatar Centenarius
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    Default

    Looks good redfox. I still seriously consider giving Kataprakotroi ubder armour level of 40, would reflect them.
    Last edited by DimeBagHo; November 10, 2007 at 05:21 PM.

  3. #3
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi Preview - New Combat System

    Well, wholly covered Armour is 12, so I figure they'll get that.

  4. #4
    Locky's Avatar Centenarius
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    Default Re: XGM - Diadochi Preview - New Combat System

    What about the flying dragons for my spartans?

  5. #5
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi Preview - New Combat System

    Yeah, right.

  6. #6
    Locky's Avatar Centenarius
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    Default Re: XGM - Diadochi Preview - New Combat System

    That didn't sound like sarcasm if i didn't know any better

  7. #7
    Zarax's Avatar Triple Chaosmaster
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    Default Re: XGM - Diadochi Preview - New Combat System

    Isn't arrow a bit too high? What about sling bullets?
    The Best Is Yet To Come:

  8. #8
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi Preview - New Combat System

    Sorry, that stuff is a little bit outdated...
    Arrows 10-12, crappy ones get 10, regular is 11 and elite is 12.
    Slingers 9, elite is 10/11
    Javelins, regular is 11, really really elite ones get up to 13/14
    Pilum is the same.

    That stuff only gave very basic unit stats, later I still had to update and balance them out. I can PM the Diadochi EDU.txt if you are interested, though I figure the whole mod would suit a little bit better...

  9. #9
    Locky's Avatar Centenarius
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    Default Re: XGM - Diadochi Preview - New Combat System

    Why not give slings AP attribute? A sling could shatter a shield with a well placed shot.

  10. #10
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi Preview - New Combat System

    Ugh, I hate when people suggest things that I just forgot to post earlier... yes, all slings have AP.

    Also, lethalities:

    sword 0.77
    blunt 0.66/0.77
    spear 0.55
    pike 0.4
    missile 0.9
    cavalry lance 0.77

    This should slow down the combat a little bit, though it won't work if you have cavalry and the ability to flank. Flanking really is the keyword for this combat system. Head on you'll have the same class elite units slug it out for ages (elites wreck havoc when against weaker infantry...), but once you surround an unit, it's toast. Even worse is if you charge the enemy flank with cavalry... god I so loved to see Principe fly like piggies.

  11. #11
    Locky's Avatar Centenarius
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    Default Re: XGM - Diadochi Preview - New Combat System

    Quote Originally Posted by RedFox View Post
    Ugh, I hate when people suggest things that I just forgot to post earlier... yes, all slings have AP.

    Also, lethalities:

    sword 0.77
    blunt 0.66/0.77
    spear 0.55
    pike 0.4
    missile 0.9
    cavalry lance 0.77

    This should slow down the combat a little bit, though it won't work if you have cavalry and the ability to flank. Flanking really is the keyword for this combat system. Head on you'll have the same class elite units slug it out for ages (elites wreck havoc when against weaker infantry...), but once you surround an unit, it's toast. Even worse is if you charge the enemy flank with cavalry... god I so loved to see Principe fly like piggies.
    lol, sorry. Anywy it looks good.

  12. #12
    Kylan271's Avatar Domesticus
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    Default Re: XGM - Diadochi Preview - New Combat System

    Perhaps you should consider helm-open & closed and greaves as armour add ons also? I was trying to work on armour break down like yours,I think though 18 is highest-cataphracts,hmm lamellar armour? Not sure on the shieled ratings though,all I see is 2-5..RTW vanilla that is.


  13. #13
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi Preview - New Combat System

    This thread is quite old and most of the things discussed here don't apply any longer. The defense stats are much higher now, so are the attack stats. Lets not dig up threads (2 years old) like this again, k?

  14. #14
    Kylan271's Avatar Domesticus
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    Default Re: XGM - Diadochi Preview - New Combat System

    Oh sheesh sorry missed the date lol...OMG... Okie...noted.


  15. #15
    Hopit's Avatar Praepositus
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    Default Re: XGM - Diadochi Preview - New Combat System

    one word, WOW!

    Quote Originally Posted by SgtScooter View Post
    If you went to the Skyrim forums you'll see a lot posts about how it's somehow been watered down and hampered by money men making the decisions. Fact is, it's a great game and people still complain. It's the same thing as the TW franchise.

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